Shadowspawn

The foul minions of the Shadow.

DARKHOUND CR 4

XP 1,200
LE Medium Shadowspawn
Init +2;
Senses darkvision 120 ft, scent; Perception +10
Defense
AC 16, touch 19, flat-footed 14; (+2 Dex, +4 Natural)
hp 68 (8d8+32); regeneration 5 (One Power)
Fort +10, Ref +8, Will +3
Offense
Speed 50 ft.
Melee bite +10 (1d8+4, plus poison) 2 claws +5 (1d4+1, plus grab)
Space 5 ft.; Reach 5 ft.
Statistics
Str 18, Dex 15, Con 18, Int 6, Wis 12, Cha 14
Base Atk +6; CMB +10; CMD 22 (26 vs. trip)
Feats Dodge, Mobility, Spring Attack
Skills Perception +10, Stealth +8
Special Qualities poisonous blood
Ecology
Ecology Any land
Organization Pack (2-9)
Treasure incidental
Special Features
Poison (Su) when the Darkhound hits with a bite attack the creature must make a Fortitude saving throw (DC 18). On a failed saving throw the character takes 1d4 temporary Strength damage and must make another saving throw each round afterwards or take 1 point of permanent Constitution damage per round until dead or the saving throw is successful.
Poison Blood (Su) the blood of a Darkhound is poisonous as well, forcing anyone who damages a Darkhound with a piercing or slashing weapon in melee range (without reach) must make a Reflex save (DC 16) or take 1d4+1 acid damage.
Regeneration Darkhounds have the ability to regenerate 5 hit points per round. They can only be killed by the One Power. Any damage that is done by the one power may not be regenerated and if the Darkhound is at 0 or fewer hit points a weave of the One power will ensure they stay dead.

DRAGHKAR CR 4

XP 1,200
LE Medium Shadowspawn
Init +11;
Senses low light vision, Perception +13
Defense
AC 21, touch 19, flat-footed 14; (+7 Dex, +2 Natural, +2 Defense bonus)
hp 55 (7d8+24)
Fort +10, Ref +8, Will +3
Offense
Speed 30 ft. / 60 ft. (perfect)
Melee 2 claws +14/+9/+9 (1d4+1 rend)
Space 5 ft.; Reach 5 ft.
Special Attacks rend (2 claws 1d4+1), kiss
Statistics
Str 13, Dex 24, Con 16, Int 15, Wis 14, Cha 28
Base Atk +7; CMB +8; CMD 25
Feats Weapon Finesse (claw), Improved initiative
Skills Fly +17, Perception +13, Stealth +10
Special Qualities captivating song
Ecology
Ecology Any land
Organization Solitary
Treasure incidental
Special Features
Captivating Song (Su) A draghkar’s song has the power to infect the minds of those that hear it, calling them to the harpy’s side. When a draghkar sings, all creatures aside from other draghkar, within a 300-foot spread must succeed on a DC 16 Will saving throw or become captivated. A creature that successfully saves is not subject to the same harpy’s song for 24 hours. A victim under the effects of the captivating song moves toward the draghkar using the most direct means available. If the path leads them into a dangerous area such as through fire or off a cliff, that creature receives a second saving throw to end the effect before moving into peril. Captivated creatures can take no actions other than to defend themselves. A victim within 5 feet of the draghkar simply stands and offers no resistance to the draghkar’s attacks. This effect continues for as long as the draghkar sings and maybe maintained as a free action but lasts for 1 round after the draghkar ends the effect. This is a sonic mind-affecting charm effect. The save DC is Charisma-based
Kiss: The draghkar makes a melee touch attack which provokes an attack of opportunity, which is why the kiss is reserved only for enemies fascinated by their song.
A target kissed by the draghkar must succeed on a Fortitude save (DC 19) each round the kiss is held, once a successful melee touch attack is made the kiss is held until the draghkar wills it released as a free action. The draghkar may not take any actions while maintain the kiss except the free action to continue singing. Each round the Fortitude save is failed the subject takes 1 permanent point of Charisma damage until they are dead (when they are reduced to 0 Charisma). This is an energy draining effect

GHOLAM CR 8

XP 4,800
LE Medium Shadowspawn
Init +9;
Senses low light vision, One sense 500 ft.; Perception +9
Defense
AC 18, touch 16, flat-footed 13; (+5 Dex, +2 Natural, +1 Defense bonus)
hp 86 (10d8+50)
Fort +12, Ref +10, Will +5
Weakness ter’angreal vulnerability
Defensive Abilities boneless, DR 5/+1,
Immune One power
Offense
Speed 30 ft.
Melee Long sword +15/+10 (1d8+5)
Space 5 ft.; Reach 5 ft.
Special Attacks sneak attack (+3d6)
Statistics
Str 20, Dex 20, Con 20, Int 15, Wis 15, Cha 13
Base Atk +2; CMB +5; CMD 17
Feats Combat Expertise, Combat Reflexes, Evasive Reflexes, Improved Initiative, Power Attack
Skills Intimidate +14, Perception +15, Stealth +26
Special Qualities stealthy
Ecology
Ecology Any land
Organization Solitary
Treasure incidental
Special Features
Boneless Gholam have no bones in their body despite their human appearance. And can fit through any opening’s that are no less than 1/16th of an inch thick.
They are also immune to precision damage and critical hits.
One Power Immunity weaves of the One Power do not affect a gholam at all. Fireballs deal no damage, and master wards do not block their path. Secondary effects can still harm them however (fissures created by earthquake for example, or items thrown with the One Power).
Ter’angreal vulnerability this is the gholam’s one weakness. Ter’angreal that protects their wearer from the One Power burns them with causing great pain. Using such an item against a gholam deal 4d8 points of damage to the gholam and by passes its damage reduction. Stealthy Gholam have a +8 racial bonus to stealth checks.
One sense Gholams are able to sense anyone using or holding the One Power within 500 ft of themselves.

Gholam are fierce and deadly fighters, though non-channelers are usually their first targets the greatest threat to their success, they are confidant and arrogant in combat but will flee if they do not feel they can win.

GRAY MAN CR 1

XP 400
LE Medium Shadowspawn
Init +2;
Senses Perception +9
Defense
AC 14, touch 14, flat-footed 12;
(+2 Dex, +2 Defense bonus)
hp 22 (3d8+9)
Fort +7, Ref +4, Will +11
Offense
Speed 30 ft.
Melee short sword +6 (1d6+3, sneak attack)
Space 5 ft.; Reach 5 ft.
Special Attacks sneak attack (+2d6), death attack
Statistics
Str 16, Dex 14, Con 16, Int 10, Wis 10, Cha 11
Base Atk +2; CMB +5; CMD 17
Feats Weapon Focus (short sword)
Skills Climb +7, Perception +9, Stealth +19
Special Qualities soulless
Ecology
Ecology Any land
Organization Solitary or band (2-5)
Treasure incidental
Special Features
Soulless the Gray Man have the ability hide in plain sight as a woodsman. Additionally until they act against a target or interact with a person they are invisible to the world around them. This allows them to catch most people flat footed and gives them a +10 to stealth checks made to approach a target.
Death attack if a Gray Man studies their target for at least 3 rounds then in place of their normal sneak attack damage the target must make a Fortitude save (DC 14) or die. If they succeed on the save they take 2d6 additional damage.

Gray men are those who have sold their souls to the Dark One and now stalk the land as soulless assassins.

MYRDDRAAL CR 6

XP 2,400
LE Medium Shadowspawn
Init +10;
Senses blindsense 60 ft., One sense 200 ft.; Perception +12
Defense
AC 22, touch 16, flat-footed 16; (+6 Dex, +2 Natural, +4 black plate)
hp 51 (8d8+24)
Fort +12, Ref +10, Will +5
Defensive Abilities dark vitality
Offense
Speed 30 ft.
Melee bastard sword +13/+8 (1d10+4)
Space 5 ft.; Reach 5 ft.
Special Attacks shadow-blade
Statistics
Str 19, Dex 22, Con 17, Int 15, Wis 14, Cha 16
Base Atk +8; CMB +12; CMD 18
Feats Cleave. Combat Expertise, Combat Reflexes, Improved Initiative, Power Attack
Skills Intimidate +14, Perception +13, Stealth +19
Special Qualities shadow jump 40 ft., fear gaze, Trolloc link
Ecology
Ecology Any land
Organization Solitary
Treasure incidental
Special Features
Black Plate This grants the Myrddraal a +4 armor bonus and allows a maximum Dexterity bonus of +6 and has no armor check penalty. Anyone who wishes to wear a fallen Myrddraal’s armor will be identified as a Darkfiend and gains 1 point of Madness for each week they possess the shadow-tainted equipment.
Shadow-blade (CR +1) these blades are rare and not every Myrddraal possess one. Hit points lost to attacks from the Shadow-blade may only be healed with the One Power. Shadow-blade attacks that deal damage required the creature struck to make a Fortitude save (DC 18) or contract a disease. The disease has an incubation period of 1 day and deals 1d6 points of temporary Constitution damage the disease lasts until the damage is healed and you may not contract the disease while you currently are subject to its effect. Anyone other than the Myrddraal who carries the weapon must save against the disease each day he carries the weapon. In this case you may be afflicted with the disease multiple times.
Fear Gaze those facing a Myrddraal require a DC 17 Will save of they are shaken for 1d6 minutes. You may only be affected once per encounter and do not need to save against multiple Myrddraal.
Dark vitality Myrddraal do not die until the next sunset after they are killed. Their bodies will thrash about violently. Anyone within 5 ft of a Myrddraal corpse takes an attack from the creature. This attack roll suffers a -8 penalty. If the Myrddraal is not healed with the One Power before the next sunset it will die.
Trolloc link Myrddraal may link with up to 100 Trollocs + 100 per character level. This allows the Myrddraal to better control the Trolloc and grants the Trollocs a +1 morale bonus on all rolls. However if the Myrddraal is killed all the Trolloc are immediately incapacitated and die in two rounds.
Shadow jump the Myrddraal may enter a shadow and immediately move to another shadow within line of sight and 40 ft. This ability may be used at will and is a free action. This movement does not provoke an attack of opportunity. Myrddraal may not enter its own shadow. One sense as gholam with a range of 200 ft.

TROLLOC CR 2

XP 200
NE Large Shadowspawn (humanoid)
Init +1;
Senses low-light vision, scent Perception +8
Defense
AC 14, touch 10, flat-footed 13; (+1 Dex, +4 chain shirt, –1 size)
hp 19 (3d8+6)
Fort +5, Ref +2, Will +2
Weakness light sensitivity
Offense Speed 30 ft.
Melee Scythesword +6 (1d8+3), 2 claws +6 (1d4+1)
Space 10 ft.; Reach 10 ft.
Special Attacks rend (2 claws, 1d4+3)
Statistics
Str 17, Dex 13, Con 15, Int 9, Wis 12, Cha 9
Base Atk +3; CMB +7; CMD 18
Feats Iron Will, Skill Focus (Perception)
Skills Intimidate +6, Perception +8, Stealth +4
Special Qualities Myrddraal link
Ecology
Ecology Any Land
Organization Gang (2-7), Band (11-20 + 1 2nd level ‘sergeant’), or fist (100-200 plus 5 2nd level sergeants, 1 leader 3rd -5th level, 1-4 Myrddraal)
Treasure incidental
Special Features
Light Sensitivity Trollocs suffer a -2 penalty when fighting in bright light.
Myrddraal Link See Myrddraal; Trolloc Link

‘SERGEANT’, TROLLOC CR 2

XP 400
NE Large Shadowspawn(humanoid)
Init +1;
Senses low-light vision, scent Perception +8
Defense
AC 14, touch 10, flat-footed 13; (+1 Dex, +4 chain shirt, –1 size)
hp 30 (4d8+12)
Fort +6, Ref +2, Will +2
Weaknesses light-sensitivity,
Offense
Speed 30 ft.
Melee Scythesword +6 (1d8+4), 2 claws +6 (1d4+2)
Space 10 ft.; Reach 10 ft.
Special Attacks rend (2 claws, 1d4+6)
Statistics
Str 19, Dex 13, Con 16, Int 9, Wis 12, Cha 9
Base Atk +4; CMB +8; CMD 20
Feats Iron Will, Skill Focus (Perception)
Skills Intimidate +6, Perception +8, Stealth +4
Special Qualities Myrddraal link
Ecology
Ecology Any Land
Organization Gang (2-7), Band (11-20 + 1 2nd level ‘sergeant’), or fist (100-200 plus 5 2nd level sergeants, 1 leader 3rd -5th level, 1-4 Myrddraal)
Treasure incidental
Special Features
Light Sensitivity Trollocs suffer a -2 penalty when fighting in bright light.
Myrddraal Link See Myrddraal; Trolloc Link

LEADER TROLLOC CR 3

XP 400 NE Large Shadowspawn (humanoid)
Init +2;
Senses low-light vision, scent, Perception +9
Defense
AC 15, touch 10, flat-footed 13;
(+2 Dex, +4 chain shirt, –1 size)
hp 30 (4d8+12)
Fort +5, Ref +2, Will +2
Offense
Speed 30 ft.
Melee Scythesword +10 (1d8+4), 2 claws +7 (1d4+2)
Space 10 ft.; Reach 10 ft.
Special Attacks rend (2 claws, 1d4+6)
Statistics
Str 19, Dex 14, Con 16, Int 9, Wis 12, Cha 9
Base Atk +5; CMB +10; CMD 20
Feats Iron Will, Skill Focus (Perception)
Skills Intimidate +7, Perception +9, Stealth +5
Special Qualities Myrddraal link
Ecology
Ecology Any Land
Organization Gang (2-7), Band (11-20 + 1 2nd level ‘sergeant’), or fist (100-200 plus 5 2nd level sergeants, 1 leader 3rd -5th level, 1-4 Myrddraal)
Treasure incidental
Special Features
Light Sensitivity Trollocs suffer a -2 penalty when fighting in bright light.
Myrddraal Link See Myrddraal; Trolloc Link

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Shadowspawn

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